News 2.3 Dev Update

Seems generally OKish as outlined. However:

Giving the player the ability to decide wether they want to be held responsible (or not) for crimes they participated in is a very bad idea. Even with timers in place (as suggested above) this opens up a multitude of possibilities to commit all kinds of crimes without actually suffering the slightest penalty for it. Ever. Just think about it - a player can kill any number of system authority vessels (for example) just by inviting one or two likeminded friends to their Anaconda outfitted with an all turrets loadout. The gunner/s kill one, get kicked by the ship owner, forsake the profits AND the bounties on their heads - rinse and repeat. Sounds perfect for trying out a little murder-tour of the universe... I dont see any way to effectively prevent this except for 'everyone who was on board of a ship committing a crime will also suffer the penalties!'. Period. Otherwise you might as well remove the enitre fines/bounties system from the game.

I'd also like to very strongly suggest to give the fighter weapons a thought: Atm fighters have as much firepower as a well outfitted & engineered Vulture. Just imagine what the ability to have 2 of those (player piloted!) does to the balance of the game! It will leave no ship in the game capable of going against 'the big3'.

Last but not least I can already see the advertisements:
Tired of grinding your way to that Anaconda/Corvette/Cutter you want to have in ED? No problem at all - just 5$ per hour, and you'll have what you want before the month ends!

Why put an incentive in the form of Cr. to multicrew?? The incentive should come with the additional functionality gained, nothing more, nothing less!

Nice ideas - but not thought through too well :(
 
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This is a good summary. Although I think the extra pips for each crewmember is to make the gameplay for each role more active.

Yes, that was probably a bit harsh. I guess that I marked it down because of the missing features it represented.
 
Wow so many pages already! - that being said personally for me this means 'Solo" play only from now on, even playing in 'Mobius' is out as it seems an infiltration there now will 100% result in insta-death.

So not interested in this feature.
 
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Because of this line in the dev notes,

"Ship re-buy premiums are also reduced for each crewmember. Again, the purpose with this is to lower the bar to access and ease of use, especially when dealing with vessels that can cost a lot of credits."

that sound like a ship of multicrew of 35 million is divide between crew members so the cmdr at the helm pay lesser means a solo player attacked by them it is more expensive

I am confuse.

Why do you think destroying a ship that's being run via multicrew means they pay less insurance?
 
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I want the game to remain a simulator, so I do not like the idea of players transporting across the galaxy to any ship or that crime does not have a consequence.

About the first point, that's quite the only way to add a multiplayer multicrew feature in a reasonable way.
The feature sounds already borderline enough (also since non SLF-capable ships are already limited to jusy the pilot and the gunner... and turrets are not always a good equipment for all ships...)... If it was made in any other way almost nobody would have used it.
 
Setting up Multicrew
Fundamentally, Multicrew is about having fun with friends, so we want to make sure there are as few barriers to enjoying this feature as possible, starting with the crew formation process. We want to make it as easy as possible to start having fun on a multicrew ship.

Fundamentally, you sold this game to backers as multiplayer, and I accept that. But please could you look into giving solo players, or us friendless misfits on the fringes of society, some love sometime - i.e. NPC Crews (as per the DDF suggestion <cough> )?

And as to instant transfers... well...

Every crewmember also has access to a power distributor pip that they can assign dynamically. This is in addition to the standard pips that the helm controls. This extra power distribution allows the ship to operate more effectively, increasing its capabilities in combat.

Forgive me if I view that as another nail in the coffin of open play until hireable NPC crews that also give bonuses, and hirable AI wingmen for lone players, are implemented. ;)

Ship re-buy premiums are also reduced for each crewmember. Again, the purpose with this is to lower the bar to access and ease of use, especially when dealing with vessels that can cost a lot of credits.

Hang on? Why is the full rebuy just not applied to the owner of the ship? OK, yes, a bunch of strangers could trash your ship for you, so I can't see the 'play with strangers' option being of much use, but c'mon...?

All bounties and vouchers that the helmsman (ship owner) receives are duplicated for each crewmember, making multicrew a great way to have fun with friends without missing out on money-making opportunities.

Oh, Jeebus - it's not as if there aren't enough over-generous rewards, allowing people print money already? Have the players take shares (e.g. 2 for the captain, 1 for each crewmember, out of the total) as per 'pirate lore'. :)

And please could we have a rebalance of the fundamentals of commodity trading, and the value of exploration scans, at some point? Pretty please?

However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crewmembers equally. But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them, but in doing so, will lose all credits earned. It will be their choice.

See "does this make it easy for some stranger to trash your ship and reputation?" comment. And other people's "Criminal's charter" comments. Needs a more permanent "karma" system that can't just be got rid of (for both solo, lone and crewed ships...)
 
A defensive / shield crew member for activating and aiming directional shields (stronger in one direction, much weaker in all others) would have been a nice one too.

Multicrew could be very cool for training purposes.

But the most important thing it'll add: videos from another perspective. Woohoo! :D
 
I want the game to remain a simulator, so I do not like the idea of players transporting across the galaxy to any ship or that crime does not have a consequence.

Scream out loud that remote joining should only be for controlling one of existing NPC crew only. Not having your cmdr being teleported! I feel like nobody is considering this idea the solution. No telepresence pseudo-explanation needed.
 
Some things are really ruining my immersion in this, like the instant teleporting/telepresence whatever, but i ll keep my mouth shut, since i really can understand others with limited playtime. I can also find some goodness in it, since i can invite my friends on board when i m out in deep exploration.

I like the idea of the new camera FINALLY.

I like the idea of crew friends that can fly 2 fighters at the same time along with the main ship.

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But oh my GOD. Why on earth or on this galaxy, we will not be able to give HELM permission to others?????????

Its not like anyone can take control of the ship without the owners permission. I have the power to give permission and take it back instantly whenever i feel like. Also station docking requests not possible when other than the owner is in main control. Is it so difficult really? If i want to go on an exploration trip, why cant i split the jumping with the others?

If there are some serious reasons behind this, i think we deserve to know them.
 
Can we get turreted mining lasers so friends can be miners together?

Get everyting else turreted (Anaconda or Cutter recommended), have a fighter hangar with 2 bays. Put one friend on turrets, the other on one fighter and the second fighter with the NPC. Go to a Haz-RES and have fun.
 
Show me any game who have succeeded to implement this without jumping trough hops, at first try?

The issue is not "at first time". The issue is ambition and the way of minimal effort. Come on, you've been playing too, and as good as the game might be to certain mindsests (that we both must be), the features are always as barebones as it can get. It's not a development story - it's a game design approach, and maybe a "run after the clock/budget" one too.

Unless you just wanted to dismiss everything I can say it I don't have a master's degree in every spaceships game development history, then I can't help with that. Star citizen (sorry) is obviously not released, but its first iteration of multi-crew was much more ambitious. Unreleased as it is, it works as fun. Guns of icarus has had a real "team in a ship" from the get-go with a repairman, but this one's a dedicated game, as artemis spaceship bridge is. + you got legs. One would say you can't compare then, but still, use the inspiration no?

But again, ambition. Looking at what's done next to you and just... not going for it. Porting SRV turret to the ship only. And don't tell me about balance. Did they balance things before engineers? is the game balanced now? should that mean they just have to restrict from any bold move? It's not jumping through hops, they put cliffs under their feet.
 
- Teleportation is something we're used from NPCs (often criticized), but Players doing it brings it to a whole new level
(as it could basically happen "on demand", i.e. a guy gets attacked in an Anaconda by a single CMDR flying alone - and moments later all its Powers increase manyfold as Friends react to a "Emergency Invite" and hop into the Conda)

So the way he SHOULD have introduced this was.... using the same technology of 'faster than light' travel that makes Galnet articles appear, commanders will be able to send a duplicate 'clone' of themselves to any ship in the Galaxy. The cloning system is highly dependent on 'brain-link' technology to enable the full consciousness of the CMDR to be present, hence any destruction of the clone causes the CMDR to also die in 'real-life'.

This type of technology is currently restricted to single ships and is prohibited on stations to avoid legal and other consequences of interacting with unregistered clones.

The technology is also highly regulated and is tracked through a central system all powers have agreed to abide by and monitor.

As long as this technology means clone consequences (such as death and criminal activity) are passed on to the real CMDR, tracking and monitoring of the clone network is all that is required. If the technology is ever developed to allow an un-linking of the brain-link so as to have a duplicate CMDR and no shared consequences, it will likely be outlawed due to obvious legal and ethical reasons.
 
Fantastic! Looking forward to this!

I said it before, and I stand by it: The only way this works is if it's drop in/out and has a very low bar to entry. It is indeed about having fun with friends. I'm all for it as it's outlined here.
Drop in/drop out is cool but it sounds like it's a bit more than just having fun with friends. Sounds more like being a God with friends.

[video=youtube;igxDzfJ2MPo]https://www.youtube.com/watch?v=igxDzfJ2MPo[/video]

[Cynical sarcasm] Why not just give us a console to type in cheats such as "Big head mode", "Unlimited lives", "Infinite ammo" and have done with it if the aim really is to make a mockery of every single combat challenge the game has to offer?

I really hope the implementation is better than what it sounds like to me.
 
Questions:

1) so no Engineering seat huh? Seems like a huge lost opportunity... No Scotty to Bridge banter :(. No increasing forward deflectors. No one handling module repairs midcombat. Etc.

2) can the gunner operate 360 deg planetary surface scanners? Or resolve ship targets in supercruise?

3) Does the new join-a-crew lobby mean that we can also expect a join-a-match lobby for CQC while playing the main game? Finally :D
 
Wow. Well I like the idea of a better camera.

The rest sure does open up the game to exploits and griefing, though. Gee. Instant Commander Transfer is ok? Instant Ship Transfer is not? Telepresence works over light years of distance, now? Players can commit crimes with no punishment? Seriously?

Argh...I'm just not going to comment further.

One question - does multi-crew work in Solo/PG?
 
I want the game to remain a simulator, so I do not like the idea of players transporting across the galaxy to any ship or that crime does not have a consequence.

Dying and instantly popping back up in your ship exactly as configured in the last station you visited is not very simulator like. I'd prefer to float around in space in an escape pod until I am picked up by the management firm and/or a pirate and sold into slavery. And if someone decides that they want to destroy my pod, then I want to restart in a sidewinder as a new commander and re-establish myself in the galaxy.

/sarcasm.

But really.

So much of this game is spent flying between systems, especially if you aren't already in a fully kitted end game ship. Please don't force 3 people to waste their game time flying to the same station in order to multicrew and subsequently fly out to ANOTHER system to do whatever it is they wanted to do. Immersion is just not worth that penalty. Consuming the time of 3 people, all of whom may be doing other things when we have a chance to play together, in order to crew up and have some fun together is bad news -- for EVERYONE.

If one of my friends, who is an explorer, happens to be outside of the bubble a good distance, he has to drop that expedition if he wants to crew with us. So he spends a day+ flying back to where his friends are, and abandons his overall goal of that exploration trip. His friends have to abandon what they're doing, as well. Have a ship full of cargo on a long haul delivery? I either abandon that and eject the cargo, or continue on with the mission for 30-45 minutes before flying out to join my friends (another 30-45 minutes of jumping).

It's just not conducive to good gameplay.

Waiting for ship transfers and module transfers only affects a single person and is a convenience thing mostly. Forcing people to meet up at a station in order to multicrew severely limits access to this feature.
 
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